Everything related to Maxwell Render and general stuff that doesn't fit in other categories.
By Polyxo
#384110
Hi Mihai,
some comments to questions you raised in this thread:

@barn doors: (on Spotlight Emitters): I think the Emitter GUI is still pretty clean, compared with the count of parameters
in a normal mxm. Setting 4 values which only appear when a specific sub-type of emitter is chosen should be in order, I would not
wish to see this in the Texture-Editor.
It generally was nice if the implementation allowed for creation of custom (user created + Maxwell specific) GUI Widgets in host
applications, so that manipulating a Light Cone or barn doors would drive values in the Material Editor and vice versa.

@udim textures
Nice! While I have no practical work experience with this kind of textures yet I feel that putting them to the Procedurals
GUI section is semantically wrong. There's nothing procedural/parametrically defined about them, is there? Apart from
being the wrong place the Procedurals workspace might feel unnescessarily convoluted + many Plugins don't have the
MW-Procedurals workspace built in yet – consequently also no access to Multi Tile Textures.
Wasn't there a way to simply use the application File Open dialog for this purpose and a way for Maxwell to sniff out Udim,
in the way Photoshop recognizes image sequences at import time? That appeared much more workable to me, as one
otherwisely had to enter the Procedurals workspace for every single channel map one wants to populate (as there's several
maps for every channel). Of course there needed to be a place to set up Udim Preferences, there could be dedicated
button in the File Open dialog as well.

@render zones:
Again a very nice feature. Here I rather have a question. Is there also a simple way to define these zones while the
rendering in question is already running?
User avatar
By seghier
#384112
Multi Tile Textures : is nice feature;
brick procedural texture can create floor with multitexture but it limited to use 3 textures and 3 types of brick .
if maxwell team allow this procedural texture to use more textures ( with mask option under each texture ) that will be very useful
User avatar
By Mihai
#384141
seghier wrote:Multi Tile Textures : is nice feature;
brick procedural texture can create floor with multitexture but it limited to use 3 textures and 3 types of brick .
if maxwell team allow this procedural texture to use more textures ( with mask option under each texture ) that will be very useful
Sampling 3 textures doesn't mean that every brick will get that whole texture on it. Each brick actually samples an area from that texture so you do get quite a lot of different "textures" from one single texture, plus multiply that by 3 and you should really have a whole lot of variation.

Please see the docs about bricks:

http://support.nextlimit.com/display/mxdocsv3/Brick
Sample Size 1, 2 and 3: Size of the random patches of texture used on the brick, in percentage. A value of 10 will pick a random patch of 10% the size of the input image randomly inside the input image for each brick, while a value of 100 will put the whole texture image on each brick.
User avatar
By Brany
#384192
Polyxo wrote: @render zones:
Again a very nice feature. Here I rather have a question. Is there also a simple way to define these zones while the
rendering in question is already running?
Not for now. You have to stop the render, set the former render zone (called extra sampling now), and resume.
User avatar
By Brany
#384213
seghier wrote:question about extra sampling:
if i have an object with sss material above metal surface and i apply sl 14 for metal and sl 22 for the object
the reflection and the shadow of the object on the surface calculated with sl 14 or sl 22 ?
You have to think about this in 2D. Extra sampling is done over the mask you set (custom alpha or bitmap in this case), and it only affects to the pixels that belongs to the mask set. So if the shadow/reflections of your SSS object lies out of the object itself, the object mask (custom alpha) will not add extra SL to these shadows.

Image
User avatar
By seghier
#384251
Mihai wrote:
seghier wrote:Multi Tile Textures : is nice feature;
brick procedural texture can create floor with multitexture but it limited to use 3 textures and 3 types of brick .
if maxwell team allow this procedural texture to use more textures ( with mask option under each texture ) that will be very useful
Sampling 3 textures doesn't mean that every brick will get that whole texture on it. Each brick actually samples an area from that texture so you do get quite a lot of different "textures" from one single texture, plus multiply that by 3 and you should really have a whole lot of variation.

Please see the docs about bricks:

http://support.nextlimit.com/display/mxdocsv3/Brick
Sample Size 1, 2 and 3: Size of the random patches of texture used on the brick, in percentage. A value of 10 will pick a random patch of 10% the size of the input image randomly inside the input image for each brick, while a value of 100 will put the whole texture image on each brick.
thanks Mihai
this nice ; brick texture can use two types of brick with small brick but we can not randomise the width ; can we see this feature in v 3.1 ?
+ other feature : mask and random mask ; that allow using customised mask for each brick or tile and give more realism
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